myspace / Lua /Tactical /UnitAwareness.lua
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MapVar("g_UnitAlertThread", false)
MapVar("g_RepositionMarkersClaimed", {})
MapVar("g_NoiseSources", {})
MapVar("g_SuspicionThreads", {})
MapVar("g_UnitAwarenessPending", false)
GameVar("g_AwarenessLog", {})
--[[
Awareness:
Events that can raise unit Awareness or Suspicion use PushUnitAlert which determines the units who should
change their state and marks them. Different types of events/triggers can behave differently, but whenever
a unit becomes Aware they will propagate this awareness to nearby allies. Unit awareness state does NOT change.
Actual state change is triggered by calling AlertPendingUnits. The function is safe to be called at any time and is
called automatically on a number of occasons. It does not, however, guarantee the change would happen immediately.
The change itself is handled differently, depending if the unit becomes Aware or Suspicious - Suspicious is applied
directly as it does not involve any actions, whereas Aware involves Reposition phase (and possibly a StartCombat setpiece)
and is handled by a dedicated AI execution phase ran in an own thread.
TriggerUnitAlert is a convenience function which will call PushUnitAlert and AlertPendingUnits immediately when
the caller only needs a single alert raised.
--]]
DefineClass.AwareReasons = {
__parents = { "ListPreset", },
properties = {
{ id = "display_name", name = "Display Name",
editor = "text", default = false, translate = true, },
},
}
DefineClass.NoiseTypes = {
__parents = { "Preset", },
properties = {
{ id = "display_name", name = "Display Name",
editor = "text", default = false, translate = true, },
},
}
if Platform.developer or Platform.debug then
local AwarenessLogMaxLines = 100
function dbg_awareness_log(...)
local msg = string.format("[%d] ", GameTime())
for i = 1, select("#", ...) do
local obj = select(i, ...)
local item_str
if IsValid(obj) then
if IsKindOf(obj, "Unit") then
item_str = string.format("%s (%d)", obj.unitdatadef_id, obj.handle)
else
item_str = obj.class
end
else
item_str = tostring(obj)
end
msg = msg .. item_str
end
g_AwarenessLog = g_AwarenessLog or {}
while #g_AwarenessLog >= AwarenessLogMaxLines do
table.remove(g_AwarenessLog, 1)
end
table.insert(g_AwarenessLog, msg)
end
else
dbg_awareness_log = empty_func
end
function PushUnitAlert(trigger_type, ...)
if trigger_type == "discovered" and CheatEnabled("DisableDiscoveryAlert") then
return
end
local param1, param2 = ...
NetUpdateHash("PushUnitAlert", trigger_type, param1 and param1.class or "", param2 or 0)
local pov_team = GetPoVTeam()
local enemies = pov_team and pov_team.units and GetAllEnemyUnits(pov_team.units[1] or false)
local enemies_alive
for _, unit in ipairs(enemies) do
if IsValidTarget(unit) then
enemies_alive = true
break
end
end
if not enemies_alive then
return 0, 0
end
local alerted
local suspicious = 0
local surprised = 0
if trigger_type == "attack" then -- make target and damaged units aware
local attacker, alerted_obj, from_stealth, hit_objs = ...
local aware_state = (from_stealth or HasPerk(attacker, "FoxPerk")) and "surprised" or "aware"
dbg_awareness_log(attacker, " alerts: attack")
local units = IsValid(alerted_obj) and {alerted_obj} or alerted_obj
for _, unit in ipairs(units) do
local state = (g_Combat and unit:HasStatusEffect("Surprised")) and "aware" or aware_state
local is_aware = unit:IsAware() or unit.pending_aware_state == "aware"
local reason_id
if state == "surprised" and not is_aware or (hit_objs and not table.find(hit_objs, unit)) then
reason_id = "arSurprised"
else
reason_id = "arAttack"
end
local reason = T{Presets.AwareReasons.Default[reason_id].display_name, enemy = unit.Name, merc = attacker.Nick or attacker.Name}
if unit:SetPendingAwareState(state, reason, attacker) then
if state ~= "aware" then
surprised = surprised + 1
else
if not alerted then alerted = {} end
alerted[#alerted + 1] = unit
end
dbg_awareness_log(" ", unit, " alerted")
end
if unit.pending_aware_state == "aware" then
local action = g_CurrentAttackActions[1]
if action and action.attack_args and action.attack_args.target == unit then
unit.pending_awareness_role = state == "surprised" and "surprised" or "attacked"
end
end
end
elseif trigger_type == "death" then
local actor = ...
dbg_awareness_log(actor, " alerts: dead")
-- check units based on their sight/los toward actor
local units
for _, team in ipairs(g_Teams) do
if not team.neutral then
for _, u in ipairs(team.units) do
if not u.dummy and not u:IsIncapacitated() and not u:IsAware() then
local sight = u:GetSightRadius(actor)
if IsCloser(u, actor, sight + 1) then
if not units then units = {} end
units[#units + 1] = u
end
end
end
end
end
if units then
local los_any, los_targets = CheckLOS(units, actor)
if los_any then
for i, los_value in ipairs(los_targets) do
if los_value then
local unit = units[i]
local reason = T{Presets.AwareReasons.Default.arSawDying.display_name, enemy = unit.Name}
if unit:SetPendingAwareState("surprised", reason) then
dbg_awareness_log(" ", unit, " is surprised")
surprised = surprised + 1
end
end
end
end
end
elseif trigger_type == "dead body" then
local actor, _units = ...
local units
for _, unit in ipairs(_units) do
if not unit.seen_bodies[actor]
and not (unit.dummy or unit.team.neutral or unit:IsDead() or unit:IsAware()) -- SetPendingAwareState ignores these units
and IsCloser(unit, actor, unit:GetSightRadius(actor) + 1)
then
if not units then units = {} end
units[#units + 1] = unit
end
end
if units then
local los_any, los_targets = CheckLOS(units, actor)
if los_any then
local aware_state = g_Combat and "surprised" or "suspicious"
for i, los_value in ipairs(los_targets) do
if los_value then
local unit = units[i]
if unit:SetPendingAwareState(aware_state) then
unit.suspicious_body_seen = actor:GetHandle()
unit.seen_bodies[actor] = true
dbg_awareness_log(" ", unit, " is suspicious")
suspicious = suspicious + 1
end
end
end
end
end
elseif trigger_type == "noise" then -- aware/suspicious based on range, current awareness
local actor, radius, soundName, attacker = ... -- actor can be unit or another object (grenade, mine, etc.)
-- log noise sources (will reset on new turn)
if GameState.RainLight or GameState.RainHeavy then
radius = MulDivRound(radius, Max(0, 100 + const.EnvEffects.RainNoiseMod), 100)
end
dbg_awareness_log(actor, " alerts: noise ", radius)
g_NoiseSources[#g_NoiseSources + 1] = {
actor = actor,
pos = actor and actor:GetPos(),
noise = radius,
}
radius = radius * const.SlabSizeX
local alerter = IsKindOf(actor, "Unit") and actor or nil
if IsKindOf(attacker, "Unit") then
alerter = attacker
end
local state = alerter and HasPerk(alerter, "FoxPerk") and "surprised" or "aware"
for _, team in ipairs(g_Teams) do
local side = team.side
if side ~= "neutral" and (g_Combat or side == "enemy1" or side == "enemy2") then
for _, unit in ipairs(team.units) do
if unit ~= actor
and IsCloser(unit, actor, radius + 1)
and (not unit:HasStatusEffect("Distracted") or IsCloser(unit, actor, MulDivRound(radius, 66, 100) + 1))
then
local reason = T{Presets.AwareReasons.Default.arNoise.display_name, enemy = unit.Name, noise = soundName}
if unit:SetPendingAwareState(state, reason, alerter) then
if actor then
unit.last_known_enemy_pos = actor:GetPos()
end
if state == "aware" then
if not alerted then alerted = {} end
alerted[#alerted + 1] = unit
else
surprised = surprised + 1
end
dbg_awareness_log(" ", unit, " alerted")
end
end
end
end
end
elseif trigger_type == "projector" then
local actor, units, projector = ...
for i, unit in ipairs(units) do
if IsCloser(unit, projector, ProjectorSuspiciousApplyRange) then
local reason = T{Presets.AwareReasons.Default.arProjector.display_name, enemy = unit.Name}
if unit:SetPendingAwareState("aware", reason, actor) then
surprised = surprised + 1
end
end
end
elseif trigger_type == "sight" then -- sight: make unaware units suspicious
local actor, seen = ... -- actor is unaware unit who saw an enemy. seen is enemy unit seen by actor
local aware = actor:IsAware() or actor.pending_aware_state == "aware"
local surprised = actor:HasStatusEffect("Surprised") or actor.pending_aware_state == "surprised"
if actor:IsOnEnemySide(seen) and not aware and not surprised and actor:SetPendingAwareState("surprised") then
suspicious = suspicious + 1
dbg_awareness_log(actor, " is alerted (sight)")
end
elseif trigger_type == "thrown" then
local obj, attacker = ... -- obj is thrown object
local units
for _, team in ipairs(g_Teams) do
if not team.neutral and (not attacker or attacker.team and team:IsEnemySide(attacker.team)) then
for _, unit in ipairs(team.units) do
if not unit:IsDead() and not unit:IsAware("pending") then
local sight = unit:GetSightRadius(obj)
if IsCloser(unit, obj, sight + 1) then
if not units then units = {} end
units[#units + 1] = unit
end
end
end
end
end
if units then
local los_any, los_targets = CheckLOS(units, obj)
if los_any then
for i, los_value in ipairs(los_targets) do
if los_value then
local unit = units[i]
local reason = T{Presets.AwareReasons.Default.arThrownObject.display_name, enemy = unit.Name}
if unit:SetPendingAwareState("surprised", reason) then
dbg_awareness_log(" ", unit, " is surprised")
surprised = surprised + 1
end
end
end
end
end
elseif trigger_type == "script" then --should this be included in the aware_reason
local _units, state = ... -- units to become suspicious/aware
local units = table.ifilter(_units, function(idx, unit)
return unit.team and not unit.team.neutral
end)
for _, unit in ipairs(units) do
unit.pending_aware_state = state
dbg_awareness_log(unit, " is alerted (script): ", state)
end
if state == "aware" then
alerted = units
end
elseif trigger_type == "surprise" then
local unit, from_suspicious = ...
local reason
if from_suspicious then
reason = T{Presets.AwareReasons.Default.arDeadBody.display_name, enemy = unit.Name}
end
if unit:SetPendingAwareState("aware", reason) then
dbg_awareness_log(unit, " is alerted (surprise)")
if not alerted then alerted = {} end
alerted[#alerted + 1] = unit
end
elseif trigger_type == "discovered" then -- Alert all enemies who have sight of unit.
local unit = ...
local enemyUnits = GetAllEnemyUnits(unit)
local alertedPeople = 0
for i, enemyUnit in ipairs(enemyUnits) do
if not enemyUnit:IsAware() and HasVisibilityTo(enemyUnit, unit) then
alertedPeople = alertedPeople + 1
CombatStarDetectedtVR(unit)
if enemyUnit.pending_aware_state ~= "aware" then
if not enemyUnit:HasStatusEffect("Surprised") then -- unit has already spotted someone and is now surprised, dont try to make it aware again
local reason = T{Presets.AwareReasons.Default.arNotice.display_name, enemy = enemyUnit.Name, merc = unit.Nick or unit.Name}
if enemyUnit:SetPendingAwareState("aware", reason, unit) then
if not alerted then alerted = {} end
alerted[#alerted + 1] = enemyUnit
dbg_awareness_log(enemyUnit, " is alerted (combat-walk)")
end
end
end
end
end
if alertedPeople > 0 then
unit:RemoveStatusEffect("Hidden")
end
else
assert(false, string.format("unknown alert trigger '%s' used", tostring(trigger_type)))
end
if alerted then
alerted = table.ifilter(alerted, function(idx, unit)
return not unit.dummy and unit.pending_aware_state == "aware"
end)
end
local alerted_count = alerted and #alerted or 0
if alerted_count > 0 then
local roles = {}
PropagateAwareness(alerted, roles)
for _, unit in ipairs(alerted) do
if unit.pending_aware_state ~= "aware" and unit:SetPendingAwareState("aware") or roles[unit] == "alerter" then
unit.pending_awareness_role = roles[unit] or "alerted"
end
end
end
if alerted_count + surprised > 0 then
local pendingType = alerted_count > 0 and "alert" or "sus"
if not g_UnitAwarenessPending or pendingType == "alert" then
g_UnitAwarenessPending = pendingType
end
end
return alerted_count + surprised, suspicious
end
function TriggerUnitAlert(trigger_type, ...)
local alerted, suspicious = PushUnitAlert(trigger_type, ...)
AlertPendingUnits()
return alerted, suspicious
end
function PropagateAwareness(alerted_units, roles, killed_units)
local i = 1
while i <= #alerted_units do
local unit = alerted_units[i]
local killed = killed_units and table.find(killed_units, unit)
if not unit:IsDead() or killed then
local upos = GetPackedPosAndStance(unit, killed and unit.killed_stance)
local allies = GetAllAlliedUnits(unit)
for _, ally in ipairs(allies) do
if IsValidTarget(ally) and (ally.team.side == "neutral" or (not ally:IsAware() and ally.pending_aware_state ~= "aware")) then
local apos = GetPackedPosAndStance(ally)
local sight = ally:GetSightRadius(unit)
if apos and upos and (stance_pos_dist(upos, apos) <= sight) and stance_pos_visibility(upos, apos) then
table.insert_unique(alerted_units, ally)
if roles then
if not roles[unit] then
roles[unit] = "alerter"
end
roles[ally] = "alerted"
end
end
end
end
end
i = i + 1
end
end
local function ExecUnitAlert(reposition_units, alerted_by_enemy, first_unit)
local sector = gv_Sectors[gv_CurrentSectorId]
local unitList
if next(alerted_by_enemy) then
unitList = alerted_by_enemy
alerted_by_enemy = table.ifilter(alerted_by_enemy, function(idx, unit) return IsValidTarget(unit) and IsValid(unit.alerted_by_enemy) and not unit:HasStatusEffect("Unconscious") end)
else
unitList = reposition_units
end
for _, unit in ipairs(unitList) do
if sector.awareness_sequence == "Standard" then
unit.pending_awareness_role = unit.pending_awareness_role or "alerted"
else
unit.pending_awareness_role = nil
end
end
PlayBestCombatNotification(unitList)
if not g_Combat then
if not g_StartingCombat and g_Units and next(g_Units) then
NetSyncEvent("ExplorationStartCombat", nil, first_unit and first_unit.session_id)
WaitMsg("CombatStart")
end
elseif g_StartingCombat then
WaitMsg("CombatStart")
end
-- Remove action camera if on.
if ActionCameraPlaying then
RemoveActionCamera(true)
WaitMsg("ActionCameraRemoved", 5000)
end
-- start of combat setpiece (if needed)
local cam_actor, restore_cam_obj
if g_Combat and not g_Combat.unit_reposition_shown and alerted_by_enemy and #alerted_by_enemy > 0 and sector.awareness_sequence == "Standard" then
local unit
for _, u in ipairs(alerted_by_enemy) do
if u.pending_awareness_role == "attacked" then
unit = u
break
end
end
unit = unit or table.interaction_rand(alerted_by_enemy, "StartCombat")
g_Combat.unit_reposition_shown = true
cam_actor, restore_cam_obj = unit, unit.alerted_by_enemy
if unit and not IsCompetitiveGame() then
cameraTac.SetZoom(0,50)
LockCamera(unit)
Sleep(50)
-- add all units to AlertedUnits group so the setpiece can access them
for _, unit in ipairs(reposition_units) do
if IsValid(unit) and not unit:IsDead() then
unit:AddToGroup("AlertedUnits")
end
end
-- go over setpieces and try to find the ones which can use their action camera
local valid, all = {}, {}
ForEachPresetInGroup("SetpiecePrg", "Combat", function(prg) -- todo: move to separate StartCombat group maybe?
for _, cmd in ipairs(prg) do
if IsKindOfClasses(cmd, "SetpieceActionCameraSingle", "SetpieceActionCamera") then
local target
if IsKindOf(cmd, "SetpieceActionCameraSingle") then
target = SetpieceActionCameraSingle.CalcTarget({unit}, cmd.TargetOffset, cmd.TargetHeight, cmd.TargetAngleOffset)
else
target = unit.alerted_by_enemy
end
local pos, lookat, preset = SetpieceActionCamera.CalcCamera(unit, target, cmd.Preset, cmd.Position)
if cmd.Preset == "Any" or preset == cmd.Preset then
valid[#valid + 1] = prg.id
end
all[#all + 1] = prg.id
elseif IsKindOfClasses(cmd, "SetStartCombatAnim") then
valid[#valid + 1] = prg.id
end
end
end)
-- fall back to picking randomly if none of the available setpieces matched the current situation and rely on action cam fallback mechanism
valid = (#valid > 0) and valid or all
assert(#valid > 0)
local setpiece = table.interaction_rand(valid, "StartCombat")
-- pass the single unit in triggerUnits as it defines the camera for the setpiece
local dlg = OpenDialog("XSetpieceDlg", false, {setpiece = setpiece, triggerUnits = {unit} })
if dlg then
while true do
local ok, sp = WaitMsg("SetpieceEnded", 20 * 1000)
if not ok or sp.id == dlg.setpiece then
break
end
end
end
-- remove units from AlertedUnits group
for _, unit in ipairs(reposition_units) do
unit:RemoveFromGroup("AlertedUnits")
unit.pending_awareness_role = nil
end
UnlockCamera(unit)
end
end
CancelWaitingActions(-1)
assert(#reposition_units > 0)
assert(g_AIExecutionController and g_AIExecutionController.label == "AlertUnits")
if not g_StartingCombat then
g_AIExecutionController.restore_camera_obj = restore_cam_obj or SelectedObj
end
g_AIExecutionController:Execute(reposition_units)
-- special-case: if there are allied units who did not yet reposition in this combat, let them do it now - they're all aware anyway
local team = table.find(g_Teams, "side", "ally")
team = g_Teams[team or false]
if g_Combat and team then
local units = table.ifilter(team.units, function(idx, u) return not g_Combat:IsRepositioned(u) end)
if #units > 0 then
for _, unit in ipairs(units) do
unit.pending_aware_state = "reposition"
end
g_AIExecutionController:Execute(units)
end
end
g_UnitAlertThread = false
g_UnitAwarenessPending = false
DoneObject(g_AIExecutionController)
end
function AlertPendingUnits(sync_code)
-- check buffering conditions
--NetUpdateHash("AlertPendingUnits")
if g_Combat then
if g_Combat.start_of_turn or next(CombatActions_RunningState) ~= nil then
return
end
end
--[[
NetUpdateHash("AlertPendingUnits_EarlyOuts", "GameState.entering_sector", GameState.entering_sector,
"IsValidThread(g_UnitAlertThread)", IsValidThread(g_UnitAlertThread),
"IsSetpiecePlaying()", IsSetpiecePlaying(),
"GameState.setpiece_playing", GameState.setpiece_playing,
"IsRadioBanterPlaying()", IsRadioBanterPlaying(),
"g_AIExecutionController", not not g_AIExecutionController,
"GameState.sync_loading", GameState.sync_loading,
"not gv_Sectors", not gv_Sectors,
"GameState.entering_sector", GameState.entering_sector)
]]
if IsSetpiecePlaying() or GameState.sync_loading or g_AIExecutionController or IsValidThread(g_UnitAlertThread) or gv_SatelliteView or not gv_Sectors then
return
end
if GameState.entering_sector then
return
end
--NetUpdateHash("AlertPendingUnits_doing_work")
-- check for unit reactions to damage:
-- pain: the alert will happen after it ends (triggered by the pain thread)
-- dying: the alert will happen after it ends (triggered by UnitDied msg)
-- thrown off by explosion: the alert will happen after it ends (triggered by Idle or UnitDied msg)
for _, unit in ipairs(g_Units) do
--if IsValidThread(unit.pain_thread) or (unit:IsDead() and not unit:IsIdleCommand()) or unit.command == "ExplosionFly" then
if IsValidThread(unit.pain_thread) or unit.command == "ExplosionFly" then
return
end
if HasCombatActionInProgress(unit) then
if g_Combat then
return
else -- In exploration block the alert only if the current action is an attack
if not unit:IsInterruptable() then return end
local action_id = CombatActions_UnitAction[unit]
local action = action_id and CombatActions[action_id]
if action and (action.ActionType == "Ranged Attack" or action.ActionType == "Melee Attack") then
return
end
end
end
end
local sector = gv_Sectors[gv_CurrentSectorId]
-- only enum the units with pending awareness, the execution controller will process them
local reposition_units, alerted_by_enemy, surprised_units
local start_combat, first_unit
local current_team = g_Combat and g_Teams[g_CurrentTeam]
local end_combat = g_Combat and g_Combat:ShouldEndCombat()
local skip_all = sector and sector.awareness_sequence == "Skip All"
for _, team in ipairs(g_Teams) do
if end_combat or team.side == "neutral" then
for _, unit in ipairs(team.units) do
unit.pending_aware_state = nil
end
else
for _, unit in ipairs(team.units) do
local state = unit.pending_aware_state
if state then
if not IsValidTarget(unit) then
unit.pending_aware_state = nil
elseif unit:IsAware() then
unit.pending_aware_state = nil
elseif state == "aware" then
start_combat = true
if skip_all or team == current_team then
unit:RemoveStatusEffect("Unaware")
unit:RemoveStatusEffect("Surprised")
unit:RemoveStatusEffect("Suspicious")
unit.pending_aware_state = nil
else
if not reposition_units then reposition_units = {} end
reposition_units[#reposition_units + 1] = unit
first_unit = first_unit or unit.alerted_by_enemy
if IsValidTarget(unit.alerted_by_enemy) then
if not alerted_by_enemy then alerted_by_enemy = {} end
alerted_by_enemy[#alerted_by_enemy + 1] = unit
end
end
elseif state == "surprised" then
start_combat = true
if g_Combat then
unit:AddStatusEffect("Surprised")
unit:RemoveStatusEffect("Suspicious")
unit.pending_aware_state = nil
else
if not surprised_units then surprised_units = {} end
surprised_units[#surprised_units + 1] = unit
end
elseif state == "suspicious" then -- becoming suspicious is instant (no action involved), so do it directly
unit:AddStatusEffect("Suspicious")
unit:RemoveStatusEffect("Unaware")
unit.pending_aware_state = nil
else
unit.pending_aware_state = nil
end
end
end
end
end
if start_combat and not g_Combat or reposition_units then
if reposition_units then
CreateAIExecutionController{label = "AlertUnits", reposition = true} -- create controller first so nobody else does before the thread starts
end
g_UnitAlertThread = CreateGameTimeThread(function(sync_code, first_unit, reposition_units, alerted_by_enemy)
if not g_Combat then
if not g_StartingCombat and g_Units and next(g_Units) then
if sync_code then
CreateGameTimeThread(NetSyncEvents.ExplorationStartCombat, nil, first_unit and first_unit.session_id)
else
NetSyncEvent("ExplorationStartCombat", nil, first_unit and first_unit.session_id)
end
end
while not g_Combat do
WaitMsg("CombatStarting", 10)
end
-- now that we're in combat recheck the units for pending Surprised status
for _, team in ipairs(g_Teams) do
if team.side ~= "neutral" then
for _, unit in ipairs(team.units) do
if unit.pending_aware_state == "surprised" and IsValidTarget(unit) and not unit:IsAware() then
unit:AddStatusEffect("Surprised")
unit.pending_aware_state = nil
end
end
end
end
end
if reposition_units then
ExecUnitAlert(reposition_units, alerted_by_enemy, first_unit)
end
end, sync_code, first_unit, reposition_units, alerted_by_enemy)
end
if not reposition_units then
if surprised_units then
PlayBestCombatNotification(surprised_units)
end
g_UnitAwarenessPending = false
end
end
MapGameTimeRepeat("AlertPendingUnits", 100, AlertPendingUnits)
function OnMsg.VisibilityUpdate()
if not g_Combat then return end -- out of combat this is handled by UpdateSuspicion
local aware = {}
for _, unit in ipairs(g_Units) do
if not unit:IsDead() then
local is_aware = unit:IsAware()
if is_aware and not unit.team.player_team and unit.team.side ~= "neutral" then
aware[#aware + 1] = unit
end
for _, seen in ipairs(g_Visibility[unit]) do
if IsValid(seen) and unit:IsOnEnemySide(seen) then
unit.last_known_enemy_pos = seen:GetPos()
if not is_aware then
PushUnitAlert("sight", unit, seen)
end
end
end
end
end
-- PropagateAwareness from the already aware units to reflect sight/visuals changes
PropagateAwareness(aware)
for _, unit in ipairs(aware) do
if unit:SetPendingAwareState("aware") then
unit.pending_awareness_role = "alerted"
end
end
AlertPendingUnits()
end
function DeadUnitsPulse()
if IsSetpiecePlaying() then return end
local alert_team_units
for _, team in ipairs(g_Teams) do
local neutral = team.neutral
local alert_side = neutral and "enemy1" or team.side
local alert_units = alert_team_units and alert_team_units[alert_side]
for _, unit in ipairs(team.units) do
if (not neutral or unit.neutral_retaliate) and unit:IsDead() then
if not alert_units then
for _, team in ipairs(g_Teams) do
if team.side == alert_side then
for _, u in ipairs(team.units) do
if not u:IsDead()
and not u:IsAware("pending")
and not u:HasStatusEffect("HighAlert")
and not u:HasStatusEffect("IgnoreBodies")
then
if not alert_units then alert_units = {} end
alert_units[#alert_units + 1] = u
end
end
end
end
if not alert_team_units then alert_team_units = {} end
alert_team_units[alert_side] = alert_units or empty_table
end
if not alert_units or #alert_units == 0 then
break
end
PushUnitAlert("dead body", unit, alert_units)
end
end
end
AlertPendingUnits()
end
OnMsg.TurnStart = DeadUnitsPulse
OnMsg.UnitDied = DeadUnitsPulse
OnMsg.Idle = AlertPendingUnits
function OnMsg.CombatActionEnd()
CreateGameTimeThread(AlertPendingUnits)
end
function OnMsg.CombatEnd()
MapForEach("map", "Unit", function(unit)
unit.pending_aware_state = nil
unit.alerted_by_enemy = nil
unit.aware_reason = nil
end)
dbg_awareness_log("Combat ended")
end
function OnMsg.CombatStart()
dbg_awareness_log("Combat started")
end
function OnMsg.EnterSector()
g_AwarenessLog = {}
end
MapGameTimeRepeat("DeadAwarenessPulseTick", 500, function()
if not g_Combat then
DeadUnitsPulse()
end
end)
function Unit:SetPendingAwareState(state, reason, alerter)
NetUpdateHash("SetPendingAwareState", state, alerter, self.pending_aware_state, self:IsAware())
if self.dummy or self.team.side == "neutral" or self:IsDead() or self:IsAware() then return end
if reason and (not self.aware_reason or table.find(Presets.AwareReasons.Default, "display_name", reason[1]) > table.find(Presets.AwareReasons.Default, "display_name", self.aware_reason[1])) then
self.aware_reason = reason or self.aware_reason
end
if not self.pending_aware_state or (state == "aware" or state == "surprised") and self.pending_aware_state ~= "aware" then
self.pending_aware_state = state
self.alerted_by_enemy = alerter or self.alerted_by_enemy
return true
elseif self.pending_aware_state == state then
self.alerted_by_enemy = self.alerted_by_enemy or alerter
return true
end
end
-- Suspicious
function Unit:SuspiciousRoutine()
local def = CharacterEffectDefs.Suspicious
-- wait to finish the previouse job
Sleep(self:TimeToAngleInterpolationEnd())
local body = self.suspicious_body_seen and HandleToObject[self.suspicious_body_seen]
if IsValid(body) then
self:Face(body, not GameTimeAdvanced and 0 or 500)
end
local anim = self:TryGetActionAnim("Suspicious", "Standing")
if anim and self:GetStateText() ~= anim then
self:SetState(anim)
end
local last_update = GameTime()
local effect = self:GetStatusEffect("Suspicious")
local time = effect:ResolveValue("suspicious_time") or 0
effect:SetParameter("suspicious_time", time)
local grow_time = effect:ResolveValue("sight_grow_time")
local sight_mod_max = effect:ResolveValue("sight_modifier_max")
local delay_time = effect:ResolveValue("max_sight_delay")
local shrink_time = effect:ResolveValue("sight_shrink_time")
repeat
WaitMsg("CombatStarting", 100) -- so it breaks when on combat start
effect = self:GetStatusEffect("Suspicious") -- recheck in case it was lost meanwhile
if g_Combat or not effect then break end
-- accumulate time spent looking around
local time_now = GameTime()
time = time + time_now - last_update
last_update = time_now
effect:ResolveValue("suspicious_time", time)
-- update sight radius mod in effect value
local mod
if time < grow_time then
mod = MulDivRound(sight_mod_max, time, grow_time)
elseif time < grow_time + delay_time then
mod = sight_mod_max
elseif time < grow_time + delay_time + shrink_time then
local t = time - grow_time - delay_time
mod = MulDivRound(sight_mod_max, shrink_time - t, shrink_time)
else
mod = nil
end
if effect:ResolveValue("suspicious_sight_mod") ~= mod then
effect:SetParameter("suspicious_sight_mod", mod)
InvalidateUnitLOS(self)
end
until not mod
self.suspicious_body_seen = nil
if not g_Combat and not g_StartingCombat and self:HasStatusEffect("Suspicious") then
local enemies = GetAllEnemyUnits(self)
local mindist
for _, enemy in ipairs(enemies) do
if enemy.team and enemy.team.player_team then
local dist = self:GetDist(enemy)
mindist = Min(mindist or dist, dist)
end
end
-- become aware or revert to unaware based on min distance to enemy
if mindist and mindist < Suspicious:ResolveValue("remain_unaware_min_dist")*guim then
TriggerUnitAlert("surprise", self, "suspicious")
else
self:AddStatusEffect("Unaware")
end
end
end
-- Reposition
local function PathFromContextDest(unit, context, dest)
for _, stance in ipairs(StancesList) do
local cpath = context.combat_paths[stance]
local path = cpath and cpath:GetCombatPathFromPos(dest)
if path then
return path
end
end
end
function Unit:ClaimRepositionMarker()
local rep_markers = MapGetMarkers("Reposition", nil, function(marker, unit)
if g_RepositionMarkersClaimed[marker] then
return false
end
if (marker.TargetUnits or "") ~= "" and marker.TargetUnits ~= unit.unitdatadef_id then
return false
end
local x, y, z = GetPassSlabXYZ(marker)
if not x then
return false
end
local has_path
local dest = point_pack(x, y, z)
for _, stance in ipairs(StancesList) do
local cpath = unit.ai_context.combat_paths[stance]
if cpath and cpath:GetAP(dest) then
has_path = true
break
end
end
return
has_path and
CanOccupy(unit, x, y, z) and
marker:IsMarkerEnabled()
end, self)
if not rep_markers or #rep_markers == 0 then
return
end
local idx = 1 + self:Random(#rep_markers)
return rep_markers[idx]
end
function Unit:PickRepositionDest()
local context = self.ai_context
local behavior = context and context.behavior
context.reposition = true
context.forced_run = true
context.ai_destination = false
self.reposition_dest = false
self.reposition_marker = false
if not behavior then return end
local marker = self:ClaimRepositionMarker()
if marker then
g_RepositionMarkersClaimed[marker] = true
local x, y, z = GetPassSlabXYZ(marker)
self.reposition_path = PathFromContextDest(self, context, point_pack(x, y, z))
-- there could be no path when the unit is on the destination
if self.reposition_path then
self.reposition_dest = stance_pos_pack(x, y, z, self.stance)
self.reposition_marker = marker
end
else
behavior:Think(self)
if context.ai_destination then
local x, y, z = stance_pos_unpack(context.ai_destination)
assert(CanOccupy(self, x, y, z))
self.reposition_path = PathFromContextDest(self, context, point_pack(x, y, z))
-- there could be no path when the unit is on the destination
if self.reposition_path then
self.reposition_dest = context.ai_destination
end
end
end
end
function Unit:GetProvokePos(path, visible_only)
local goto_dummies = self:GenerateTargetDummiesFromPath(path)
local interrupts, provoke_idx = self:CheckProvokeOpportunityAttacks(CombatActions.Move, "move", goto_dummies, visible_only)
local provoke_pos = provoke_idx and goto_dummies[provoke_idx].pos
return provoke_pos
end
function Unit:Reposition()
assert(g_Combat and self:IsAware())
local always_ready = g_AIExecutionController and g_AIExecutionController.label == "AlwaysReady" and g_AIExecutionController.activator == self
if not g_Combat or (not always_ready and g_Combat:IsRepositioned(self)) or self:HasStatusEffect("Unconscious") then
return
end
-- initialization/startup
g_Combat:SetRepositioned(self, true)
self:PushDestructor(function()
self.reposition_dest = nil
self.reposition_path = nil
self.reposition_marker = nil
end)
if not g_Combat or (self.team == g_Teams[g_CurrentTeam] and not always_ready) or (self.team.side == "neutral") or self.dummy then
self:PopAndCallDestructor()
return
end
local context = self.ai_context
local path = self.reposition_path
if path then
-- set target dummy to free the current position (random waits could chnage the move order)
local destination = point(point_unpack(path[1]))
self:SetTargetDummyFromPos(destination, nil, true)
self:ClearEnumFlags(const.efResting)
Sleep(0)
-- debug code
local x, y, z = point_unpack(path[1])
local o = GetOccupiedBy(x, y, z, self)
if o and o ~= self then
printf("Unit %d reposition to %s is occupied by another unit %d (%s)", self.handle, tostring(point(point_unpack(path[1]))), o.handle, o.command)
printf("Unit current pos %s, efResting = %d", tostring(self:GetPos()), self:GetEnumFlags(const.efResting))
if self.target_dummy then
printf("Unit target dummy pos %s, efResting = %d, locked = %s", tostring(self.target_dummy:GetPos()), self.target_dummy:GetEnumFlags(const.efResting), tostring(self.target_dummy.locked))
end
printf("Unit reposition_dest %s", self.reposition_dest and tostring(point(stance_pos_unpack(self.reposition_dest))) or "")
if self.ai_context and self.ai_context.ai_destination then
printf("Unit ai_destination %s", tostring(point(stance_pos_unpack(self.ai_context.ai_destination))))
end
printf("Other command: %s", o.command)
printf("Other current pos %s, efResting = %d", tostring(o:GetPos()), o:GetEnumFlags(const.efResting))
if o.target_dummy then
printf("Other target dummy pos %s, efResting = %d, locked = %s", tostring(o.target_dummy:GetPos()), o.target_dummy:GetEnumFlags(const.efResting), tostring(o.target_dummy.locked))
end
if o.reposition_dest then
printf("Other reposition_dest %s", tostring(point(stance_pos_unpack(o.reposition_dest))))
end
if o.ai_context and o.ai_context.ai_destination then
printf("Other ai_destination %s", tostring(point(stance_pos_unpack(o.ai_context.ai_destination))))
end
assert(false, "Unit reposition")
end
-- check for interrupts first and move to PostAction early if there are none to enable all units to play their Awareness anims simultaneously
if not self:GetProvokePos(path) then
SetCombatActionState(self, "PostAction")
end
if self.pending_awareness_role then
self:PlayAwarenessAnim() -- PlayAwarenessAnim has built-in randomized starting time when applicable
else
-- randomize starting time to avoid total sync when multiple units reposition
Sleep(self:Random(500))
end
self:CombatGoto("Move", self.ActionPoints, nil, path, true)
else
-- no movement, just move to PostAction
SetCombatActionState(self, "PostAction")
if self.pending_awareness_role then
self:PlayAwarenessAnim() -- PlayAwarenessAnim has built-in randomized starting time when applicable
end
end
self:SetTargetDummyFromPos(nil, nil, true)
if string.match(self:GetStateText(), ".*_Combat%a+Stop.*") then
Sleep(self:TimeToAnimEnd())
end
local base_idle = self:GetIdleBaseAnim(self.target_dummy.stance)
if not IsAnimVariant(self:GetStateText(), base_idle) then
self:PlayTransitionAnims(base_idle, self.target_dummy:GetAngle())
end
self:AnimatedRotation(self.target_dummy:GetAngle(), base_idle)
self:SetRandomAnim(base_idle)
-- end/cleanup
self:PopAndCallDestructor()
end
function Unit:RepositionOpeningAttack()
local context = self.ai_context
if not context then return end
local dest = GetPackedPosAndStance(self)
local target
if dest then
-- recalc target to make sure we're firing at a valid target, giving enough AP for one basic attack
self.ActionPoints = context.default_attack_cost
context.dest_ap[dest] = self.ActionPoints
context.reposition = false -- re-enable damage score
AIPrecalcDamageScore(context, {dest})
target = (context.dest_target or empty_table)[dest]
end
if IsKindOf(target, "Unit") and IsValidTarget(target) then
local chance
if self.AlwaysUseOpeningAttack then
chance = 100
else
chance = Max(0, 30 + self.Dexterity - target.Dexterity)
chance = self:CallReactions_Modify("OnCalcOpeningAttackChance", chance, self, target)
chance = target:CallReactions_Modify("OnCalcOpeningAttackChance", chance, self, target)
chance = Clamp(chance, 0, 100)
end
if self:Random(100) < chance then
local weapon = context.default_attack:GetAttackWeapons(self)
if IsKindOf(weapon, "Firearm") and not IsKindOfClasses(weapon, "HeavyWeapon", "FlareGun") then
local attacked
local opening_attack = self.OpeningAttackType
if opening_attack ~= "Default" then
if CombatActions[opening_attack]:GetUIState({self}) == "hidden" then
opening_attack = false -- revert to basic attack
end
end
if opening_attack == "Overwatch" then
local args, has_ap = AIGetAttackArgs(context, CombatActions.Overwatch, nil, "None")
if has_ap then
local zones = AIPrecalcConeTargetZones(context, "Overwatch")
local zone = AIEvalZones(context, zones, 1, 1)
if zone then
-- We're already running a Combat Action so we can't use AIPlayCombatAction.
-- We also shouldn't call OverwatchAction() directly as it will break the execution of the current command in the end.
-- Instead, we exploit OverwatchAction being a combat behavior and set it directly as one, relying on the code to be
-- executed once the current command concludes and the we go into Idle.
local args = { target = zone.target_pos }
self:SetCombatBehavior("OverwatchAction", {"Overwatch", 0, args})
attacked = true
end
end
elseif opening_attack == "PinDown" then
local args, has_ap, target = AIGetAttackArgs(context, CombatActions.PinDown, nil, "None")
if has_ap and IsValidTarget(target) then
if self:HasPindownLine(target, "Torso") then
-- Same as above, set the behavior directly.
local arg = { target = target, target_spot_group = "Torso" },
self:SetCombatBehavior("PinDown", {"PinDown", 0, args})
attacked = true
end
end
end
if not attacked then
self:FirearmAttack(context.default_attack.id, 0, {target = target, opportunity_attack = true, opening_attack = true})
end
elseif IsKindOf(weapon, "MeleeWeapon") then
self:MeleeAttack(context.default_attack.id, 0, { target = target, opportunity_attack = true})
end
end
end
-- take cover chance
local archetype = self:GetCurrentArchetype()
local chance = 0
for _, behavior in ipairs(archetype.Behaviors) do
if behavior:MatchUnit(self) then
chance = Max(chance, behavior.TakeCoverChance)
end
end
if self:Random(100) < chance then
self:TakeCover()
end
self:RemoveStatusEffect("OpeningAttackBonus")
end
function IsRepositionPhase()
return g_AIExecutionController and g_AIExecutionController.reposition
end
-- noise sources debug
if Platform.developer or Platform.debug then
function ToggleNoiseSources()
if not g_NoiseSources then return end
if g_NoiseSources.shown then
for _, obj in ipairs(g_NoiseSources.shown) do
DoneObject(obj)
end
g_NoiseSources.shown = nil
printf("displayed noise sources removed")
else
local list, centers, ranges = {}, {}, {}
local avg_pos = point30
for i, descr in ipairs(g_NoiseSources) do
local obj = PlaceObject("Object")
obj:ChangeEntity("MarkerMusic")
obj:SetScale(20)
obj:SetPos(descr.pos)
local text = Text:new()
text:SetText(string.format("%s (%d)", descr.actor.unitdatadef_id, descr.noise))
obj:Attach(text)
--[[ local mesh = Mesh:new()
local mesh_str = pstr("", 1024)
AppendVerticesUnionCircles({descr.pos}, {descr.noise * const.SlabSizeX}, mesh_str)
mesh:SetMeshFlags(const.mfWorldSpace)
mesh:SetMesh(mesh_str)
mesh:SetShader(ProceduralMeshShaders.enemy_aware_range)
obj:Attach(mesh)--]]
centers[i] = descr.pos
ranges[i] = descr.noise * const.SlabSizeX
list[i] = obj
end
if #list > 0 then
---[[
local mesh = Mesh:new()
local mesh_str = pstr("", 1024)
AppendVerticesUnionCircles(centers, ranges, mesh_str)
mesh:SetMeshFlags(const.mfWorldSpace)
mesh:SetMesh(mesh_str)
mesh:SetShader(ProceduralMeshShaders.enemy_aware_range)
mesh:SetColorFromTextStyle("EnemyAwareRange")
mesh:SetPos(avg_pos:SetInvalidZ() / #list)
list[#list + 1] = mesh--]]
g_NoiseSources.shown = list
end
printf("%d logged noise sources displayed", #g_NoiseSources)
end
end
function ResetNoiseSources()
if not g_NoiseSources then return end
if g_NoiseSources.shown then
ToggleNoiseSources()
end
g_NoiseSources = {}
end
--OnMsg.NewCombatTurn = ResetNoiseSources
OnMsg.CombatStart = ResetNoiseSources
end
-- Suspicion
SuspicionThreshold = 160 -- Above this much the unit will become alerted
local lSuspicionTickRate = 100 -- How often to add the tick amount
local lSuspicionTickAmount = 10 -- The amount to add when hidden
local lSuspicionTickAmountProjector = 6 -- The amount to add when hidden
ProjectorSuspiciousApplyRange = 10 * const.SlabSizeX -- Enemies within this distance of the projector will be alerted
local lSuspicionTickAmountProne = 5 -- The amount to add when hidden and in prone
local lSuspicionTickAmountNotHidden = 16 -- The amount to add when not hidden
local lSuspicionTickDownAmount = 2 -- The amount to remove when no unit is in range
local lSuspicionTickMinDist = const.SlabSizeX * 2 -- If this close to an enemy then frontness doesn't matter (unless hidden or in the dark)
local lSuspicionTickDistanceModOuter = const.SlabSizeX * 4 -- Past this distance in the sight radius the distance modifier is 100%
local lCubicInIndex = GetEasingIndex("Cubic in")
MapVar("lastSusUpdate", 0)
function OnMsg.CombatEnd()
for i, u in ipairs(g_Units) do
u.suspicion = 0
end
Msg("CombatEndAfterAwarenessReset")
end
function UpdateSuspicion(alliedUnits, enemyUnits, intermediate_update)
if GameTime() - lastSusUpdate < lSuspicionTickRate then return end
--NetUpdateHash("UpdateSuspicion", alliedUnits, enemyUnits, intermediate_update)
local sneakLights
if intermediate_update then
sneakLights = GetSneakProjectorLights()
end
local sector = gv_Sectors[gv_CurrentSectorId]
local anySusUpdated = false
local susIncreasedBy = {}
for i, ally in ipairs(alliedUnits) do
ally.suspicion = ally.suspicion or 0
-- Performing an attack or something
if not ally:IsIdleCommand() and not ally:IsInterruptable() then
goto continue
end
if not IsValid(ally) or ally:IsDead() then goto continue end
local allyDetectionModifier = 100
if HasPerk(ally, "Untraceable") then
allyDetectionModifier = allyDetectionModifier - Untraceable:ResolveValue("enemy_detection_reduction")
end
if ally:HasStatusEffect("Darkness") then
allyDetectionModifier = allyDetectionModifier + const.EnvEffects.DarknessDetectionRate
end
allyDetectionModifier = Max(0, allyDetectionModifier)
local raiseSusLargest = 0
local raiseSusEnemy = false
local max_sight_radius = MulDivRound(GetMaxSightRadius(), 1200, 1000)
for i, enemy in ipairs(enemyUnits) do
if enemy.retreating then goto continue end
if enemy.command == "ExitCombat" then goto continue end
if enemy:IsDead() then goto continue end
if not IsCloser(enemy, ally, max_sight_radius) then
goto continue
end
local seesAlly = HasVisibilityTo(enemy, ally)
-- try to skip GetSightRadius calculations
if not seesAlly then
if raiseSusEnemy or not HasVisibilityTo(ally, enemy) then
goto continue
end
end
local sightRad, hidden, darkness = enemy:GetSightRadius(ally)
local dist = enemy:GetDist(ally)
local inRad = dist <= sightRad
if inRad then
if seesAlly then
-- If in front of any enemy, add a bonus detection %
-- If in the behind plane then have a smaller cut off.
local angle_to_object = AngleDiff(CalcOrientation(enemy, ally), enemy:GetOrientationAngle())
if abs(angle_to_object) < 90*60 then
local radiusLess = MulDivRound(sightRad, 80, 100)
if dist > radiusLess then
goto continue
end
end
-- The larger this is, the closer the ally is to the enemy
local distFromSightRad = sightRad - dist
-- Decrease sus the further away you are
local distanceModifier = false
if distFromSightRad < lSuspicionTickDistanceModOuter then
distanceModifier = Lerp(10, 100, distFromSightRad, sightRad)
else
distanceModifier = 100
end
-- Modify the value based on how in front you are
local frontnessModifier = false
local maxDot = (4096 * 4096) * 2
local dot = cos(angle_to_object) * 4096
dot = EaseCoeff(lCubicInIndex, dot + 4096 * 4096, maxDot)
frontnessModifier = Lerp(hidden and 30 or 40, 100, dot, maxDot)
local closeInTheLight = false
if hidden and not darkness and dist < lSuspicionTickMinDist and frontnessModifier > 60 then
closeInTheLight = true
end
-- Get the base value based on a variety of factors
local value = 0
if hidden and not closeInTheLight then
if ally.stance == "Prone" then
value = lSuspicionTickAmountProne
else
value = lSuspicionTickAmount
end
else
value = lSuspicionTickAmountNotHidden
end
value = MulDivRound(value, distanceModifier, 100)
value = MulDivRound(value, frontnessModifier, 100)
if value > raiseSusLargest then
raiseSusEnemy = enemy
raiseSusLargest = value
end
end
elseif not raiseSusEnemy and HasVisibilityTo(ally, enemy) then
local extraRad = MulDivRound(sightRad, 1200, 1000)
if dist <= extraRad then
raiseSusEnemy = enemy
end
end
::continue::
end
if sneakLights and IsMerc(ally) then
local lightIndex = IsVoxelIlluminatedByObjects(ally:GetPos(), sneakLights)
local val = lightIndex ~= 0 and lSuspicionTickAmountProjector or 0
if val > raiseSusLargest then
raiseSusLargest = val
local light = sneakLights[lightIndex]
local originalLight = light and light.original_light
local projector = originalLight and originalLight:GetParent()
if projector then
raiseSusEnemy = projector
end
if ally.suspicion + raiseSusLargest >= SuspicionThreshold and ally:HasStatusEffect("Hidden") then
ally:RemoveStatusEffect("Hidden")
-- In this specific case we want this status effect to have a removal message.
-- Copied from AddStatusEffect's floating text.
CreateMapRealTimeThread(function()
WaitPlayerControl()
CreateFloatingText(ally, T{488962074575, "- <DisplayName>", Hidden}, nil, nil, true)
end)
PushUnitAlert("projector", ally, enemyUnits, projector)
end
end
end
local oldSus = ally.suspicion
if raiseSusLargest > 0 then
ally.suspicion = ally.suspicion + raiseSusLargest
susIncreasedBy[#susIncreasedBy + 1] = { unit = raiseSusEnemy, amount = raiseSusLargest, sees = ally }
else
ally.suspicion = ally.suspicion - lSuspicionTickDownAmount
if raiseSusEnemy then
susIncreasedBy[#susIncreasedBy + 1] = { unit = raiseSusEnemy, amount = -1, sees = ally }
end
end
ally.suspicion = Clamp(ally.suspicion, 0, SuspicionThreshold)
if ally.suspicion ~= oldSus and ally.ui_badge then
local wasZeroNowIsnt = oldSus == 0 and ally.suspicion > 0
local wasntZeroNowIs = oldSus > 0 and ally.suspicion == 0
if wasZeroNowIsnt or wasntZeroNowIs then
ally.ui_badge:UpdateActive()
anySusUpdated = true
end
end
if ally.suspicion >= SuspicionThreshold then
if sector.warningStateEnabled and not sector.warningReceived then
EnterWarningState(enemyUnits, alliedUnits, ally)
anySusUpdated = true
break
else
TriggerUnitAlert("discovered", ally)
return
end
end
::continue::
end
if anySusUpdated then
local igi = GetInGameInterfaceModeDlg()
if igi.crosshair then
igi.crosshair:UpdateBadgeHiding()
end
end
if not intermediate_update then
lastSusUpdate = GameTime()
end
return susIncreasedBy
end
MapVar("g_CombatStartDetectedVR", false)
function CombatStarDetectedtVR(unit)
if (not g_Combat or g_Combat:ShouldEndCombat()) and unit:IsMerc() then
if unit:HasStatusEffect("Hidden") then
g_CombatStartDetectedVR = true
PlayVoiceResponse(unit, "CombatStartDetected")
end
end
end
function OnMsg.CombatStart()
if not g_CombatStartDetectedVR and g_Combat.starting_unit then
if g_LastAttackStealth then
PlayVoiceResponse(g_Combat.starting_unit, "CombatStartDetected")
else
PlayVoiceResponse(g_Combat.starting_unit, "CombatStartPlayer")
end
end
end
function OnMsg.CombatEnd()
g_CombatStartDetectedVR = false
end
function OnMsg.UnitMovementDone(self, action_id)
if not g_Combat or not self.team.player_team or self.command == "EnterCombat" then return end
if action_id ~= "Move" then -- Attacks which include movement will push the "attack" alert.
return
end
PushUnitAlert("discovered", self)
end
-- Warning State
MapVar("WarningStateEnemies", {})
function EnterWarningState(enemyUnits, alliedUnits, triggeringUnit)
local sector = gv_Sectors[gv_CurrentSectorId]
if sector.inWarningState then return end -- already in Warning State
WarningStateEnemies = enemyUnits
-- Try to play a Banter from the nearest enemy to the unit that triggered the Warning
local warningBanters = sector.warningBanters or {}
if #warningBanters > 0 then
local nearestEnemy = GetNearestEnemy(triggeringUnit)
local banters, actors = FilterAvailableBanters(warningBanters, nil, {nearestEnemy})
if banters then
local idx = InteractionRand(#banters, "PlayBanterEffect") + 1
-- Stop and look at triggering unit
local lookAt = CalcOrientation(nearestEnemy, triggeringUnit) or nearestEnemy:GetAngle()
nearestEnemy:SetBehavior()
nearestEnemy:SetCommand("Idle")
nearestEnemy:SetAngle(lookAt)
PlayBanter(banters[idx], actors[idx])
end
end
for _, enemy in ipairs(WarningStateEnemies) do
enemy:SetSide("neutral")
end
local timerId = "warningTimer_" .. sector.Id
local timerText = sector.warningTimerText or T(243197217972, "Exit the Area")
TimerCreate(timerId, timerText, sector.warningStateTimer)
-- Reset Suspicion
for _, unit in ipairs(alliedUnits) do
unit.suspicion = 0
end
sector.warningReceived = true
sector.inWarningState = true
Msg("OnEnterWarningState")
ExecuteSectorEvents("SE_OnEnterWarningState", sector.Id)
end
function EndWarningState()
local sector = gv_Sectors[gv_CurrentSectorId]
if not sector or not sector.inWarningState then return end -- not in Warning State
for _, enemy in ipairs(WarningStateEnemies) do
enemy:SetSide("enemy1")
end
local timerId = "warningTimer_" .. sector.Id
TimerDelete(timerId) -- might be better to move this after
sector.inWarningState = false
end
function OnMsg.OnAttack(attacker)
if IsMerc(attacker) then
local sector = gv_Sectors[gv_CurrentSectorId]
if sector.inWarningState then
EndWarningState()
attacker.suspicion = SuspicionThreshold
end
end
end
function OnMsg.TimerFinished(timerId)
if string.starts_with(timerId, "warningTimer_") then
EndWarningState()
end
end
function OnMsg.AllSquadsLeftSector() -- this might not be the ideal place to do the clean up
EndWarningState()
end
function OnMsg.CampaignTimeAdvanced()
EndWarningState()
end
function PlayBestCombatNotification(units)
local bestReason = false
local bestUnitIdx = 0
for idx, unit in ipairs(units or empty_table) do
if not bestReason then
bestReason = unit.aware_reason
bestUnitIdx = idx
elseif unit.aware_reason and table.find(Presets.AwareReasons.Default, "display_name", unit.aware_reason[1]) > table.find(Presets.AwareReasons.Default, "display_name", bestReason[1]) then
bestReason = unit.aware_reason
bestUnitIdx = idx
end
end
if bestReason then
local unit = units[bestUnitIdx]
local isAlly = unit and unit:IsPlayerAlly()
ShowTacticalNotification(isAlly and "allyAwareReason" or "awareReason", false, bestReason)
end
end